Difference between revisions of "OpenTasks"
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(Updated OpenTask page with Google Summer of Code status) |
(Moved tasks taken at GSoC2007 to separate page) |
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* Add support for "dynamic" plugins on more systems which might benefit from them. | * Add support for "dynamic" plugins on more systems which might benefit from them. | ||
* Improve the way we search for plugins. Right now we only look in the current directory. Should this be made configurable? On Unix, maybe /usr/share/scummvm should be searched, too? On Mac OS X, the CoreFoundation bundle API should be used to search for plugins inside the ScummVM.app bundle (which would also require the build system to be enhanced to properly bundle all plugins). Etc. | * Improve the way we search for plugins. Right now we only look in the current directory. Should this be made configurable? On Unix, maybe /usr/share/scummvm should be searched, too? On Mac OS X, the CoreFoundation bundle API should be used to search for plugins inside the ScummVM.app bundle (which would also require the build system to be enhanced to properly bundle all plugins). Etc. | ||
=== GUI === | === GUI === | ||
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== Audio related tasks == | == Audio related tasks == | ||
=== Add support for TFMX, and more Amiga MOD formats === | === Add support for TFMX, and more Amiga MOD formats === | ||
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Specifically, we require support for XMIDI_CONTROLLER_FOR_LOOP and XMIDI_CONTROLLER_NEXT_BREAK. The XMIDI code from the [http://exult.sf.net Exult] project (see Exult's audio/midi_drivers/XMidiSequence.cpp) could be used as a reference again. Another good reference for this task is the AIL library which has been recently open-sourced by its [http://www.thegleam.com/ke5fx/ author]. | Specifically, we require support for XMIDI_CONTROLLER_FOR_LOOP and XMIDI_CONTROLLER_NEXT_BREAK. The XMIDI code from the [http://exult.sf.net Exult] project (see Exult's audio/midi_drivers/XMidiSequence.cpp) could be used as a reference again. Another good reference for this task is the AIL library which has been recently open-sourced by its [http://www.thegleam.com/ke5fx/ author]. | ||
== Tools == | == Tools == | ||
=== Tools: Overhaul the compression tools === | === Tools: Overhaul the compression tools === | ||
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* Unify the actual compression code -- some partial work on this exists, but with a crude ad-hoc API, which makes it very difficult to use them and also inefficient | * Unify the actual compression code -- some partial work on this exists, but with a crude ad-hoc API, which makes it very difficult to use them and also inefficient | ||
* Right now, compression works by invoking external encoder binaries (oggenc, lame, flac). To this end we write data into a temporary file, invoke the external encoder, and read back the file it created. It would be nice if one could instead link against suitable encoder libraries, and provide compression binaries which are fully self-contained. Also this would make it possible to perform in-memory compression (which could provide a noticeable speedup). | * Right now, compression works by invoking external encoder binaries (oggenc, lame, flac). To this end we write data into a temporary file, invoke the external encoder, and read back the file it created. It would be nice if one could instead link against suitable encoder libraries, and provide compression binaries which are fully self-contained. Also this would make it possible to perform in-memory compression (which could provide a noticeable speedup). | ||
== Engine/game specific == | == Engine/game specific == |